Political dynasty · settlement · journey

A government should
outlive its ruler.

Build a seat of power, answer crises under pressure, and carry one fragile polity through new rulers, new constitutions, and the long consequences of every decree.

Private development repository — GitHub access may be required.

Cutaway view of the Executive House, with residents, resource counters, room controls, and a river-flood decision
Playable prototype · Executive House

The premise

You are not building a reign.
You are building what remains.

Every ruler inherits a living state: its stores, institutions, relationships, promises, and scandals. Survival is only the first test. The real measure is whether the next ruler can govern what you leave behind.

  1. 01 Inspect Read the hall, its people, and the pressure beyond its walls.
  2. 02 Decree Spend scarce resources and accept the constituency you create.
  3. 03 Endure Advance time and watch today’s answer become tomorrow’s problem.
  4. 04 Succeed Select an eligible successor, then name the new ruler.

Playable prototype

One polity.
Different seats of power.

The current comparison build preserves one deterministic state while its residence shifts between distinct political identities.

Storm-lit Clan Hall cutaway with a timber council hearth at its center and functional rooms on either side
Clan Hall Consensus, kin obligations, and a permanent river-clan council hearth.
Storm-lit Executive House cutaway with a monumental cabinet room at its center
Executive House Coalition, institutions, public authority, and a modern cabinet chamber.

Room-scale control

The residence is the interface.

Select rooms, compare two decrees, and see resource and physical consequences before the day closes.

A five-day test

The Founding Trial.

Floods, spoiled stores, rumors, and displacement test the estate and the road beyond it.

People in the machinery

Pick up the Steward.

Drag one resident between valid posts while assignment remains deterministic simulation state.

Campaign foundation · in development

Four rooms keep
a country alive.

The long-campaign simulation now models continuous, pausable time and fixed production. A room produces nothing until a living steward is assigned—and that steward’s aptitudes determine the rate.

I

Granary

Food

Primary
Logistics
Secondary
Stewardship

II

Fountain

Water

Primary
Engineering
Secondary
Stewardship

III

Treasury

Money

Primary
Administration
Secondary
Integrity

IV

War Room

Defense

Primary
Command
Secondary
Intelligence

The transfer of power

Every reign ends.
The player chooses what follows.

  1. 01
    Rule reaches its end

    A term expires, a monarch dies, or a dictatorship falls.

  2. 02
    Time pauses

    The campaign cannot continue without legitimate control.

  3. 03
    Select the eligible

    Choose from living candidates who satisfy the government’s rules.

  4. 04
    Name the ruler

    The player confirms the incoming ruler’s name before time resumes.

Development ledger

Built to remember.

Unreal Engine presentation sits over deterministic C++ rules and save-safe value state, with mobile interaction designed for iPhone first.

Playable now

The Founding Trial

  • Five-day deterministic crisis loop
  • Three government presentations
  • Touch-sized rooms and decree previews
  • Draggable resident assignment

Foundation complete

The long campaign core

  • Pause and three continuous-time speeds
  • Staffed food, water, money, and defense chains
  • Government-specific tenure and succession
  • Versioned save and deterministic continuation

Verified milestone

17/ 17

Automated checks passing

Simulation, persistence, resource mapping, ruler transitions, and the existing prototype suite.

Unreal Engine 5.8.1 C++ · Blueprints · UMG iPhone-first In active development

Project information

The public record
of the republic.

Game details, practical support, and this website's privacy notice live together on the official project page.

The Long Republic

Build what survives the ruler.

The Long Republic is a mobile-first political dynasty, settlement, and journey simulation. Guide a fragile state through crises, succession, and the consequences of every decree.

Explore the playable prototype

Build the seat.
Face the crisis.
Name the successor.

View repository on GitHub

Repository access may be required.